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Full text of "Bruce Lee (1984)(Datasoft)"

BRUCE L££ 




nOVf* 



REQUIREMENTS - Commodore 64™ 

• Commodore 64 Computer 

• Compatible disk drive 

• TV set or video monitor 

• Joystick(s) 

GETTING STARTED 

DISKETTE LOADING 

1. Turn off your computer and remove all cartridges. 

2. Connect joystick(s) . (Two joysticks are necessary for one player vs. opponent and two players 
vs. opponent games.) 

3. Turn on the power to your screen and disk drive. 

4. Insert the BRUCE LEE diskette with the label side facing up and close the drive door. 

5. Turn on the computer. When READY appears on the screen, type LOAD"*",8,l and press 
RETURN. BRUCE LEE will load and run automatically. 

GAME CONTROLS AND INDICATORS 

NUMBER OF PLAYERS Press the f3 key to indicate the number of players. 

PLAY AGAINST THE COMPUTER OR AN OPPONENT Press the f5 key to indicate whether 

the player who is "up" as Bruce Lee will compete against the computer or against an opponent. 
You can set up four combinations using the number of players indicator (f3) and the 

computer/opponent indicator (f5): 

ONE PLAYER VS. COMPUTER- You are Bruce competing against the computer's Green 

Yamo. You can take five falls before the game is over. 

ONE PLAYER VS. OPPONENT- You are Bruce and another player is the Green Yamo. 

You can take ten falls before the game is over. After the game is over, you can switch 

roles if you wish. 

TWO PLAYERS VS. COMPUTER -You and another person take turns being Bruce, 

competing against the computer's Green Yamo. As soon as you (Bruce) take a fall, the 

other player takes a turn using the joystick in port 2, competing as Bruce against the 

computer's Green Yamo. The computer keeps each player's score. 

TWO PLAYERS VS. OPPONENT- You are Bruce Lee and Player Two is the Green 

Yamo until Bruce takes a fall. At that point. Player Two becomes Bruce and you become 

the Green Yamo until Bruce takes a fall. (Do not switch joysticks!) The computer keeps 

track of each player's score. 

BEGIN PLAY by pressing either the f7 button on the computer or the joystick button. 
PAUSE the game by pressing the SPACE BAR. Press the SPACE BAR (or the player up can 
press his joystick button) to resume play. 
QUIT GAME and go to title page by pressing fl. 

REQUIREMENTS - Atari® Home Computer Systems 

• Atari Home Computer with 32K RAM 

• Compatible disk drive 

• TV set or video monitor 

• Joystick (s) 

GETTING STARTED 

DISKETTE LOADING 

l.Turn off your computer and remove all cartridges. 

2. Turn on the power to your TV or video monitor and disk drive *1. 

3. When the red "drive busy" light turns off, insert the Bruce Lee diskette and close the drive door. 

4. Now turn on the computer. The disk will load automatically. 



GAME CONTROLS AND INDICATORS 

JOYSTICK Connect a joystick to port a 1 for player one; connect a joystick to port **2 for player 

two. 

NUMBER OF PLAYERS Press the OPTION key to indicate the number of players. 

PLAY AGAINST THE COMPUTER OR AN OPPONENT Press the SELECT key to indicate 

whether the player who is "up" as Bruce Lee will compete against the computer or against ar 
opponent. 

You can set up four combinations using the number of players indicator (OPTION) and the 
computer/opponent indicator (SELECT). (See C-64 instructions.) 

BEGIN PLAY by pressing either the START button on the computer or the joystick button. 
PAUSE the game by pressing the SPACE BAR. Press any key to resume play. 

LEFT-HAND JOYSTICK CONTROL 

From the options page (Commodore) or during 
the game (Atari), press L and give the joystick a 
quarter turn clockwise. This allows you to press the 
fire button with your right thumb. To go back to 
right-hand control, press R and give the joystick a 
quarter turn counterclockwise. (Player Two can 
change the control of the joystick in port 2 by 
pressing SHIFT L and SHIFT R.) An L in the upper 
left corner of the screen indicates left-hand joystick 

control for Player One. When there is a Player Two LEFT-HAND RIGHT-HAND 

or "opponent", an L in the upper right indicates 
left-hand joystick control for that player. 
RUN left and right by moving the joystick left and right. 

KICK by pressing the joystick button while you are running. You will deliver a kick in that direction. 
CHOP by pressing the joystick button while you are standing still. You will execute a chop in 
the direction you are facing. 

LEAP to get from one ledge to another by moving the joystick up and to the left or right. You 
may find that Bruce will have to leap to avoid hazards along some passageways. 
JUMP to take a lantern or to grab on to a vine. 

CLIMB up a vine by positioning yourself under it. moving the joystick up, and holding it there 
until you reach the top. You can climb down the vine by pulling the joystick down, and across 
it by moving the joystick left or right. 

DUCK to avoid a blow from the Green Yamo or the ninja by pulling the joystick down. (Bruce 
can duck, but the Green Yamo cannot.) 

INDICATORS are shown on the top line of the screen. From left to right you will find: player 
"up", that player's score, top score for this session of play, and the number of falls in reserve 
before the game is over. 




POINTS 










Lantern 

Chopping ninja or Yamo 
Kicking ninja or Yamo 
Entering new room 




125 

100 

75 

2000 


Knocking out ninja 
Knocking out Yamo 
Destroying wizard 
Landing on ninja or Yamo 


200 

450 

3000 

50 


At 40,000 points (and 


every 


30,000 points after that) you get an extra Bruce Lee 




CREDITS 











Programming by Ron J. Fortier 
Concept by Ron J. Fortier and Kelly Day 
Graphic art by Kelly Day 
Documentation by Ingrid Holcomb 



Commodore 64 is a trademark of Commodore Business Machines. Inc. 
Atari is a registered trademark of Atari Computers. Inc. 



BRuce Lee 



An opulent, mysterious, and perilous fortress is the setting as Bruce 
Lee seeks to claim infinite wealth and the secret of immortality from 
the wizard who dwells within. 

You begin your search for the wizard at the entrance to his fortress. 
This chamber, and each chamber here, is sealed off from the other 
rooms. The only way to get from one room to the adjoining room 
is to jump up and take the lanterns which hang from the ceiling. 
When you get all the lanterns (or at least certain lanterns) for that 
room, the door opens. (Watch the edges of your screen so that you'll 
see when your exit is possible.) Hint: You must get all of the lanterns 
in the first three rooms in order to proceed. Then go to the middle 
room and look for the opening through which you can exit. 

Thoughout your search for the wizard, you are attacked by the 
ninja brandishing their bokken sticks. Even more dangerous is the 
Green Yamo, who runs after you and delivers crushing kicks. Duck 
and run away to foil their attempts to harm you, then come back 
kicking and chopping — the Green Yamo can survive only three blows 
and the ninja can survive only two. Take as many lanterns and cover 
as much ground as you can before these foes reappear. 

To get around each room, you can climb vines (up, down, or 
sideways), ride on waves of particles which change direction at ran- 
dom, leap from ledge to ledge, and jump down from a ledge without 
injury. 

Hazards and traps await you in rooms close to the wizard's 
chamber. You must avoid electrical charges passing through gaps 
between ledges, pan lights streaming across the floor, and exploding 
t'sung-lin (bushes) appearing from nowhere. 

When you finally reach the wizard, keep away from the fire balls 
streaming from his eyes. Press the button which destroys the wizard 
— and his fortunes are yours! Enjoy them, because your next foray 
into the fortress will be more difficult! 



Dabuoft 



19808 Nordhoff Place, Chatsworth, CA 9131 1 

Licensed by Ziv Internationa! 

Bruce Lee™ designates a trademark of Linda Lee. 

Datasoft is a registered trademark of Datasoft Inc. 

1984 Datasoft, Inc. All Rights Reserved 



PRINTED IN USA